[nq,qw] Clean up some bogus diffs in cl_view

The diffs were caused by white space and a redundant line.
This commit is contained in:
Bill Currie 2022-02-25 11:39:11 +09:00
parent e920abe142
commit f04459f03f
2 changed files with 5 additions and 5 deletions

View file

@ -579,8 +579,8 @@ V_CalcViewRoll (void)
static void static void
V_CalcIntermissionRefdef (void) V_CalcIntermissionRefdef (void)
{ {
// ent is the player model (visible when out of body) // ent is the player model (visible when out of body)
entity_t *ent = &cl_entities[cl.viewentity]; entity_t *ent = &cl_entities[cl.viewentity];
entity_t *view; entity_t *view;
float old; float old;
vec4f_t origin = Transform_GetWorldPosition (ent->transform); vec4f_t origin = Transform_GetWorldPosition (ent->transform);

View file

@ -580,7 +580,8 @@ V_CalcViewRoll (void)
static void static void
V_CalcIntermissionRefdef (void) V_CalcIntermissionRefdef (void)
{ {
entity_t *ent = &cl_entities[cl.viewentity]; // ent is the player model (visible when out of body)
entity_t *ent = &cl_entities[cl.viewentity];
entity_t *view; entity_t *view;
float old; float old;
vec4f_t origin = Transform_GetWorldPosition (ent->transform); vec4f_t origin = Transform_GetWorldPosition (ent->transform);
@ -592,7 +593,6 @@ V_CalcIntermissionRefdef (void)
r_data->refdef->viewposition = origin; r_data->refdef->viewposition = origin;
r_data->refdef->viewrotation = rotation; r_data->refdef->viewrotation = rotation;
view->renderer.model = NULL; view->renderer.model = NULL;
view->renderer.model = NULL;
// always idle in intermission // always idle in intermission
old = v_idlescale->value; old = v_idlescale->value;
@ -716,7 +716,7 @@ DropPunchAngle (void)
cl.viewstate.punchangle = (vec4f_t) { 0, 0, 0, 1 }; cl.viewstate.punchangle = (vec4f_t) { 0, 0, 0, 1 };
return; return;
} }
float pc = punch[3]; float pc = punch[3];
float ds = 0.0871557427 * cl.viewstate.frametime; float ds = 0.0871557427 * cl.viewstate.frametime;
float dc = sqrt (1 - ds * ds); float dc = sqrt (1 - ds * ds);
float s = ps * dc - pc * ds; float s = ps * dc - pc * ds;